using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Panopticon
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public static Dictionary<string, Texture2D> Textures;
        public static List<Actor> ActorList;
        Color clearColor = Color.Black;
        
        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Textures = new Dictionary<string, Texture2D>();
            ActorList = new List<Actor>();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            
            Textures.Add("WhiteBox", Content.Load<Texture2D>(@"white50"));



            ActorList.Add(new Player());
            ActorList.Add(new Platform(new Rectangle(300,375,100,25)));
            ActorList.Add(new Platform(new Rectangle(350, 350, 50, 25)));
            ActorList.Add(new Platform(new Rectangle(375, 325, 25, 25)));
            ActorList.Add(new Platform(new Rectangle(425, 360, 400, 25)));

            ActorList.Add(new Platform(new Rectangle(50, 300, 50, 25)));
            ActorList.Add(new Platform(new Rectangle(75, 345, 50, 25)));
            ActorList.Add(new Platform(new Rectangle(160, 300, 50, 25)));

            ActorList.Add(new Platform(new Rectangle(World.Bounds.Left - 20, World.Bounds.Height - 20, World.Bounds.Width + 40,  40)));

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            if (Is.keyDown(Keys.U)) Globals.debugging = false;
            if (Is.keyDown(Keys.I)) Globals.debugging = true;

            if (Globals.debugging)
            {
                clearColor = Color.BlanchedAlmond;
            }
            else
            {
                clearColor = Color.Black;
            }

            foreach (Actor actor in ActorList)
                actor.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.Draw(Textures["WhiteBox"], World.drawBounds, clearColor);

            foreach (Actor actor in ActorList)
                actor.Draw(spriteBatch);

            
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
